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FrankRicharrd / pbr.frag
Last active November 23, 2023 02:59
Physically based rendering using openscenegraph
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;
// material parameters
uniform vec3 albedo;
uniform float metallic;
uniform float roughness;
@FrankRicharrd
FrankRicharrd / main.cpp
Last active April 6, 2022 14:25
Multiple lights in openscenegraph using GLSL shaders
//multiplelights.vert
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 3) in vec4 aTexCoords;